blanchard

Berthouze, L., Kaplan, F., Kozima, H., Yano, H., Konczak, J., Metta, G., Nadel, J., Sandini, G., Stojanov, G. and Balkenius, C. (Eds.)
Proceedings of the Fifth International Workshop on Epigenetic Robotics: Modeling Cognitive Development in Robotic Systems
Lund University Cognitive Studies, 123. ISBN 91-974741-4-2
From Imprinting to Adaptation: Building a
History of Affective Interaction
Arnaud J. Blanchard
Lola Cañamero
Adaptive System Research Group
School of Computer Science, University of Hertfordshire
College Lane, Hatfield, Herts AL10 9AB, UK
A.J.Blanchard, [email protected]
Abstract
We present a Perception-Action architecture
and experiments to simulate imprinting—the establishment of strong attachment links with a
“caregiver”—in a robot. Following recent theories, we do not consider imprinting as rigidly
timed and irreversible, but as a more flexible phenomenon that allows for further adaptation as a
result of reward-based learning through experience. Our architecture reconciles these two types
of perceptual learning traditionally considered as
different and even incompatible. After the initial
imprinting, adaptation is achieved in the context
of a history of “affective” interactions between
the robot and a human, driven by “distress” and
“comfort” responses in the robot.
1 Introduction
Imprinting—the phenomenon by which many animals
(birds and mammals) form special attachments with objects to which they are exposed very early in life—is a
very important learning mechanisms within the developmental process, in particular filial imprinting, in which
the imprinting object is treated as a parent, giving rise
to affiliative behaviors such as approaching and following. Developing such attachment with a caregiver provides many evolutionary advantages to the newborn in a
moment of her/his life in which s/he cannot interact autonomously in the world, providing a basis not only to
obtain needed resources and security, but also for social
facilitation and learning, and for emotional development.
This phenomenon was for a long time considered to be
instantaneous and irreversible, as the term “imprinting”
suggests. In the mid 1930’s, ethologist Konrad Lorenz
made this phenomenon well-known through his studies of
greylag geese. Lorenz raised these animals from hatching, becoming the imprinting—parent-like—object for
them. This “unnatural” imprinting to an individual of a
very different species initially suggested that the animals
had become attached to the first “eye-catching” object
they had perceived immediately after hatching. This form
of perceptual learning was also considered to be very different from (and unrelated to) other types of learning arising later in life, such as conditioning or associative learning. Such view has been more recently questioned as
over-simplistic. Bateson, for example, postulates a model
(see e.g., (Bateson 2000)) in which imprinting is not an
instantaneous and irreversible process but a much more
flexible and less peculiar phenomenon. The main points
of this view can be summarized as:
¯ Imprinting does not necessarily occur immediately
after birth but has a more flexible sensitive period
(Bateson & Martin 2000) affected by both experience
and species-specific features. This provides some
flexibility regarding the exact point in time in which
the mother is first “perceived” and imprinted.
¯ Imprinting is not a monolitic capability but is composed of several linked processes (Bateson 2000):
(1) “analysis” or detection of a “relevant” stimulus
guided by predispositions of what the animal will find
attractive; (2) recognition of what is familiar and what
is novel in that stimulus, which involves a comparison between what has already been experienced and
the current input; and (3) control of the motor patterns
involved in imprinting behavior.
¯ Although imprinting can be functionally distinguished from learning involving external reward, both
types of learning are deeply connected, as suggested
by the possibility of transfer of training after imprinting.
In this paper we present a novel Perception-Action architecture and experiments to simulate imprinting in a
robot following this latter approach. Starting with a basic architecture that simulates imprinting in the more traditional sense (Section 2), we incrementally modify and
extend this architecture to achieve further adaptation, also
integrating reward-based learning (Section 3). This adaptation is achieved in the context of a history of “affective”
interactions between the robot and a human (Section 4),
driven by “distress” and “comfort” responses in the robot.
23
Figure 1: Architecture used to model imprinting.
2 Establishing Attachment Bonds
2.1 Robotic architecture for imprinting
The architecture we have used to implement imprinting follows a “Perception-Action” approach rooted
both in psychology (Prinz, 1997) and in robotics
(Gaussier et al. 1998), and that we have already successfully applied to a movement synchronization task
in robots (Blanchard & Cañamero 2005). This approach
postulates that perception and action are tightly coupled
and coded at the same level. Action is thus executed as
a “side-effect” of wanting to achieve, improve or correct
some perception. The perception-action loop can be seen
in terms of homeostatic control, according to which behavior is executed to correct perceptual errors. Actions
that allow to correct different perceptual errors are selected on the grounds of sensorimotor associations that
can be “hardcoded” by the designer (e.g., in a look-up
table, as it is our case here) or learned from experience
by the robot (see e.g., (Andry et al. 2002) for an example
applied to a robot imitation of arm movements).
As depicted in Figure 1, we have used this general approach to model imprinting as an attempt to reduce the
difference—i.e., correct the perceptual error, noted —
between the current perception ( ) and a goal perception
() that, under normal circumstances, would be a beneficial perception related to the caregiver. The speed at
which learning takes place depends on time (as reflected
by the learning rate ). The choice of actions ( ) to correct perceptual errors is based on sensorimotor associations ( ) stored in a look-up table.
sensors), and ¼ denotes time at “hatching”. This corresponds to the view of imprinting as “stamping” or developing instantaneous and irreversible affiliative bonds
with the first “eye-catching” stimulus perceived. This approach presents the advantage that it guarantees that the
goal perception of the robot will be reachable, since it
corresponds to a perception that has already been reached
once. On the contrary, using some sort of “predisposition” to decide which (features of the) stimulus among
those perceived at “birth” will become the imprinting object (i.e., the goal stimulus) does not guarantee that a goal
stimulus will be found. This could for example happen if
no suitable stimulus is present at “hatching” time—e.g.,
the stimulus is just noise or no stimulus is detected. In
this case, using the approach represented by Equation 1,
the robot would not be able to start acting, since it would
not have acquired a “goal” at birth (it would not be imprinted to anything) and it would not be able to acquire it
after the imprinting “time window” had closed.
To solve this problem, instead of memorizing exactly
the first perception, the robot could memorize the “average perception” from the beginning of its life, incorporating the history of its interactions with the environment in
its perceptual memory. At the beginning, when the robot
has few experiences, the average perception will be almost equal to the current perception and this latter will
have strong impact on its behavior. However, with time,
experiences will accumulate in its memory and the influence of the current perception in guiding its behavior will
decrease. Storing all the past perceptions to compute the
average perception would be too costly and unrealistic.
A more biologically plausible strategy would rather take
into account the last “goal perception”, which would incorporate the history of past experiences, and make learning dependent on time by using a decreasing learning rate
½ ) to achieve stabilization:
( ½·
¢ (2)
Note that this corresponds to the stochastic LMS (Least
Means Square) learning rule commonly used in neural
networks. This means that using average perception is
thus equivalent to learning with a decreasing learning
rate, as shown in Figure 2. The learning rate at “hatch-
2.1.1 Learning the goal perception
Intuitively, the most obvious way to implement imprinting in a robot would be to have it learn the first perception that it has when it is switched on (the equivalent of
“hatching” in birds) as being his “goal” perception—the
perception it will memorize and try to maintain after imprinting. This could be implemented:
(1)
Figure 2: Decrement of the learning rate (y-axis) as a function
of time (x-axis). At the begining, a learning rate of 1 means that
the goal perception is equal to the current perception.
where is the goal perception (the “goal” values for all
sensor readings), is the time elapsed from “hatching”,
is the current perception (the current values for all
ing” or imprinting time is 1; therefore, learning is instantaneous at that moment and the goal perception is equal
to the current perception. However, we can easily vary
¼ 24
the size of the “time window” during which imprinting
occurs by altering the sharpness of the decreasing rate,
since the time unit is arbitrary.
2.2 Experiments
2.2.1 Apparatus
We have implemented and tested our architecture using a Koala robot (http://k-team.com/robots/koala). Only
the ring of infrared proximity sensors located around the
robot was used to provide perceptual input in these experiments. The average of all the infrared front sensors
was used to detect (the proximity of) objects at the front
of the robot—we will refer to this averaged reading as
“the proximity sensor”. Distance to the perceived stimulus is the only perceptual feature used to form the “goal
perception”—i.e., for imprinting. The infrared sensors
at the back are used to avoid collision when the robot
moves backwards. The only actions of the robot after
“hatching” (and therefore imprinting) are forward and
backward movements as side-effects of its attempts to
achieve the goal perception acquired at imprinting time.
As a consequence of this, the robot “approaches”, “follows” or “avoids” (reverses if approached at a distance
smaller than the learned distance) the imprinted object
as this moves around. We used two types of imprinting
stimuli: near objects (high activity of the proximity sensors) and distant objects (lower activity of the proximity
sensors). Two types of objects—a human and a cardboard box moved by a human, as shown in Figure 3—
were used as near and distant stimuli. Although the experiments worked very satisfactorily with both types of
objects, only the results obtained with the cardboard box
(10 tests for each condition) were used for analysis purposes due to their higher clarity.
Figure 3: Experimental setting. In this case, a box located close
to the robot is used as imprinting object.
2.2.2 Results and discussion
Using the box, 10 tests were run for each “hatching”
condition—near or distant imprinting object. Figure 4
shows one representative example of each condition, with
graphs on the left side of the figure (a1 and b1) corresponding to the “near hatching” case, those on the right
(a2 and b2) to the “distant” one. Top graphs (a1 and a2)
show current (solid line) and goal (dashed line) perceptions, bottom graphs (b1 and b2) show the speed of the
robot responding to the random movement of the box. In
a1
a2
b1
b2
Figure 4: Results of two experiments testing imprinting to near
(left graphs) and to distant (right graphs) stimuli. The y-axis
shows averaged readings of the proximity sensors on the top
graphs and the speed at which the robot moves to correct the
perceptual error on the bottom graphs, the x-axis shows time
from “hatching” in all graphs.
both conditions, the goal perception (dashed lines in a1
and a2) fluctuates at the beginning, since it is closer to
the current perception, but the goal perception becomes
more stable with time in both cases, even though the imprinting stimulus moves at different distances at the front
of the robot. As a consequence of homeostatic control,
the velocity of the robot (graphs b1 and b2) changes in
order to decrease the difference between goal and current
perceptions. Motor speed is directly proportional to (a
fraction of) the magnitude of the perceptual error.
We thus see how the robot learns the imprinting stimulus using a very simple function. Such learning can take
place even when the imprinting object (i.e., an object
detected at a particular distance within the range of the
infrared sensors) is absent at “hatching” time, although
learning becomes more slow and difficult with time, corresponding to the limited time window during which the
imprinting process is possible in animals. However, this
model still implements the simple view of imprinting as
“stamping” a permanent and irremovable trace, while, as
Bateson points out, “the process is not so rigidly timed
and may indeed be undone” (Bateson & Martin 2000).
It also disregards the connection between imprinting
and other types of (reward-based) learning. For an autonomous robot living in a changing and social environ-
25
ment, being able to modify or undo what was learned
during imprinting is also very important, since (a) it is
virtually impossible for the designer to define a priory
a time window for the imprinting process that works in
all possible environmental conditions, and (b) if the environments (including the social partner) changes, the robot
has to adapt to the new features.
3 From Imprinting to Adaptation
In algorithms employed in autonomous robots and neural
networks research, it is very common to use a learning
rate that decreases with time in order to achieve a good
level of stability in memory that consolidates learning.
The learning rate must vary with time since, if it were
constant, everything that is learned would be replaced by
new events, memory contents would change constantly.
It is common to use a decreasing learning rate of the
type , where is a constant that changes the
size of the temporal window. However, learning should
change not only as a function of time but also of the relevance of the stimulus. The problem now is thus how to
make the robot assess what is relevant.
3.1 Assessing relevance
To assess the relevance of external stimuli, we use the
notion of “well-being” or comfort: since under normal circumstances, the evolutionary advantage of becoming attached to a caretaker is to foster security, beneficial interactions with the environment, and generally well-being, stimuli that carry some comfort associated with them are thus those stimuli relevant to become attached to. Drawing on Ashby’s view of survival as viability (Ashby 1952) or stability of the internal environment, in our robot comfort is related to
the stability of its internal homeostatic variables, following (Cañamero 1997). Closely related architectures
have used a similar notion of “comfort” (also termed
“well-being” or “satisfaction” in those architectures) and
“discomfort” to assess and compare the performance
of different behavior selection policies in autonomous
robots (Avila-Garcı́a & Cañamero 2004), and to learn
affordances through the interactions of a robot with
objects in the environment (Cos-Aguilera et al. 2003).
There are different ways to calculate comfort when
the internal environment consists of several internal
homeostatic variables, such as the inverse of the average of the errors (deviations between the actual value
and the the “ideal value” or “setpoint” of the variable) of all the variables, the variance, etc—see e.g.,
(Avila-Garcı́a & Cañamero 2002) for a presentation and
discussion of different metrics. A simple way of calculating comfort at each point in time given variables,
by taking the average of their errors ( ½ ), could
be:
½
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(3)
In our case, comfort can take values between 1 (maximum comfort) and 0 (minimum comfort). As we will see
later (Section 4.4.1), we use tactile contact as a source of
comfort. We will thus try to make our robot learn to recognize the stimulus that gives it most comfort. To do that,
we modulate the learning rate with the comfort:
(4)
This “perceptual learning” will decrease with time in the
same way as learning in the imprinting algorithm, but
now it will also depend on the relevance of the stimulus
as measured by the comfort it provides to the robot. The
more comfort a stimulus provides, the faster the robot
will develop an attachment link to it and the stronger this
link will be—i.e., the more relevant the stimulus will be
for imprinting. However, this modulation of the learning
rate does not show the interesting property of instantaneous learning at “hatching” time, even when .
To achieve this, we have to use again the average perception (instead of the current perception), ponderating this
time the stimulus with the level of comfort . Equation 2 (which calculates the average perception by taking
into account the past goal perception) remains the same
but the learning rate is now:
(5)
where is the sum of the comfort in all time steps
since “hatching”. We can now reproduce the imprinting
phenomenon described in Section 2, this time taking into
account the relevance that the observed stimulus has for
imprinting, since the comfort produced by some stimuli
(e.g., a caretaker stroking the robot) amplifies the effects
of these relevant stimuli over non-relevant ones (e.g., a
static wall). As we will see, in addition to the homogeneity and simplicity of the equations, using this function
presents some other advantages for learning.
3.2
Multiple “goal perceptions”
With the function described in Section 3.1, after some
time interacting with the environment learning becomes
very slow, as becomes very large. Intuitively, this would
correspond to a situation in which the robot has formed
an attachment bond with the “caretaker” but cannot learn
anything else. However, the robot, like animals, should
be able to learn new things while interacting with its environment and which of them are “beneficial” or “noxious” for it while remembering what was learned during
imprinting. We are thus facing the problem of how imprinting relates to later forms of learning. A possibility
would be to consider further learning as a completely different process that starts once imprinting has finished and
for which we could use a learning rate that depends on the
comfort (e.g., as in (Cos-Aguilera et al. 2003)) but not on
the time from “hatching”. However, this would erase useful memories. To make these different types of learning
compatible, we can consider them as related processes
to learn what is relevant (beneficial/noxious) for the individual at different time scales. For example, learning to
recognize the caretaker serves a goal that is beneficial in
the long term, whereas learning about the usefulness of
an object to satisfy an urgent need serves an immediate
goal. Instead of learning a single “goal perception” that
the robot will try to achieve or maintain through its interactions with the environment, it could thus learn different perceptions that will be considered as “goal perception” at different moments depending on the time scale
used to remember (seconds, hours, days, etc). We will
call these perceptions desired perceptions, and we will
see how they are selected later on (Section 4.2).
4 Adaptation via Affective Interaction
As Bateson points out (Bateson 2000), imprinting should
not be regarded as an irreversible process that was completed once and for all when the appropriate “time window” closes to the world. Even if learning about the features of the imprinting object becomes more difficult after
the “sensitive period” (Bateson & Martin 2000), the effects of imprinting are not irreversible. Increased learning
difficulty presents a mechanisms to protect the learned
object “representation” from change after imprinting.
However, leaving the possibility of further learning open
also presents evolutionary advantages. Think of an animal or a robot initially imprinted to a very devoted
and “close” caretaker; if the caretaker is replaced by a
“colder” and more “distant” one with very different interaction patterns, our “infant” will be much better off
if it is able to adapt to this new circumstances by learning from its experience, since otherwise it would keep
“making mistakes” in its interactions with the new caregiver and would feel permanently miserable. From the
perspective of learning, this implies trying to reconcile
imprinting and reward-based learning, and this presents
problems such as conflicting requirements regarding the
learning rates needed for each process. Our approach thus
differs from reinforcement learning algorithms such as Qlearning and TD-learning since it deals with several learning rates and makes a selective use of memory—only the
“best” perception related to each time scale is kept. To
provide a common framework for imprinting and rewardbased (in our case comfort-based) learning, we have to
reconcile the following ideas:
¯ At the beginning (i.e., during the imprinting process)
we want the learning rate to decrease with time to
consolidate memory and “protect” what was learned
about the caregiver.
¯ It is useful to continue learning new things. Since
we don’t know in advance which is the best learning
rate for each particular case, it might be useful to remember “goal perceptions” at different time scales.
However, this process cannot work at the beginning
(during the imprinting process) since the robot has
not accumulated enough experiences. Also the learning rate needed (closer to a constant rate) seems in
conflict with the decreasing learning rate above.
To take advantage of the benefits of both cases, we can
modulate the learning rate by rising it to different powers
depending on the time scale of the modulation. The time
scale is defined by , which can take values between
0 and ½:
(6)
If tends to ½, the learning rate tends to 0—after
“hatching”, there is no further adaptation of what has
been learned about the imprinting object. If tends to
0, the learning rate tends to 1—there is no stability and
the desired perception tends to correspond to the current
perception. Between these two extremes, we have different intermediate learning modes available. Examples are
provided in Figure 5, which shows the evolution of the
learning rate (modulated by the comfort, which is kept
constant) under three different time scales.
Figure 5: Evolution of the learning rate on three different time
scales. The y-axis shows learning rate values, the x-axis time
from “hatching”. Parameter values defining the time scale of
the learning rates are ¼
for the top curve, ½
for
for the bottom curve.
the middle curve, and ¾
4.1
The effects of comfort
Making the learning rate depend on the comfort can
present disadvantages depending on how the comfort
modulates this rate. It is very difficult to know in advance
what the average comfort of the robot will be. If we use
different fixed learning rates modulated by the level of
comfort, adaptation could be very low if the environment
is “difficult” or “hostile” (producing very low levels of
comfort), but learning could also be unstable if the environment is highly “positive” (i.e., providing very high
levels of comfort). The strong influence of the comfort
level can thus be problematic because this level would
have to be chosen depending on the hostility of the environment, and neither the robot nor the designer have this
information in advance.
The method that we propose and use here does not
present this problem, since the learning rate is not modulated by the level (absolute value) of comfort but by its
variation. Comfort is therefore not regarded as having
an “ideal value” that the robot should try to maintain or
achieve, but as a relative notion that changes under different circumstances. The “background goal” of the robot
27
will still be to maintain an acceptable level of comfort,
but what “acceptable” means can change, i.e., the “setpoint” or the “threshold” setting that goal is variable. This
allows the robot to learn to adapt its perceptual goal (or
to learn different perceptual goals) depending on what is
considered as “acceptable” comfort at that moment. This
also means that, as a result of this learning, the robot will
adapt its interactions to the interaction styles of different caretakers. This adaptation is not something that only
takes place “then and there”, but it also depends on the
history of the interaction. The use of the sum (“past history”) of the comfort in the denominator of the learning
rate allows to modulate the effect that the current comfort
has on it as a function of past experiences.
Our robot is now able to memorize different “desired
perceptions” related to different time scales. Let us see
how to select among them the “goal perception” that it
will actually try to reach.
4.2 Selecting the time scale
The choice of the time scale (and therefore of the desired perception that will be sought as “goal perception”)
can be directly driven by the comfort. The goal perception will be mainly associated with a desired perception in a short time scale when the comfort is high,
and it will be associated with a desired perception in
a long time scale—of which the imprinting perception
is an example—when the comfort is very low. The
use of a short time scale allows the robot to be very
reactive to external changes, which in principle is advantageous for its survival, but on the other hand the
lack of experience puts it in an “insecure” position that
should be avoided when the comfort is already low
(Avila-Garcı́a & Cañamero 2004). Intuitively, when the
robot feels comfortable, it will have a more open stance
towards the external world and will tend to “live in the
present”. On the contrary, in a situation of discomfort it
will be more closed to the world and the present situation,
to look back for past memories.
The final goal perception will be a combination of the
different desired perceptions weighted by a “filter”—see
Figure 6. The position of the maximum value in that filter
depends on the comfort.
4.3 Explore or exploit?
Our architecture now allows the robot to continue learning after the initial imprinting, and it can have at its
disposal a rich repertoire of past “desired perceptions”
that can be used to search for new “goal perceptions”.
However, if the robot is continually trying to achieve its
“best” perception looking into its multiple time-scales
memory, it will avoid any new perception and therefore
will not be able to learn from new experiences. This
can be seen as an instance of the well known “exploitation/exploration” dilemma (Wilson 1996) in autonomous
learning, i.e., how to decide between using the knowledge
28
Figure 6: The goal perception is formed from desired perceptions at different time scales by means of a filter that weights
the contributions of these desired perceptions. In this filter, the
maximum value is defined by the value of the comfort.
already acquired in order to solve a problem, or continuing exploring to acquire new knowledge. We thus need a
mechanism to solve this problem.
Comfort can also be used to provide such mechanism,
since there is evidence that a good level of comfort (e.g,
postural comfort (Kugiumutzakis et al. 2005)) facilitates
learning in infants. This also makes sense in our architecture. When the robot has a low level of comfort, it
will look for a “better” perception. If it is unable to reach
it, its comfort will continue to decrease and it will keep
hopelessly trying indefinitely to reach it. With time, the
situation will become so bad that the caretaker will not
even be able to approach the robot to provide it comfort,
since the “best” perception that the robot has at the moment is one of a distant imprinting object and it will reverse when the caretaker approaches it too much, to try to
keep that “best” perception. Conversely, in a situation of
high comfort the robot will have no reason to change its
current perception. A good strategy seems thus to let the
current perception change (i.e., to “pay attention” to new
perceptions) when the robot has a good level of comfort;
this is achieved by inhibiting (modulation by “activity” in
Figure 7) its attempts to attain its desired perception. On
the contrary, when the comfort is low, the robot will try
to actively reach memorized good perceptions. Openess
to the world, activity, and learning would thus have an
inverted-U shape as a function of comfort.
Figure 7 summarizes our global Perception-Action architecture described in this section, combining imprinting
and reward-based (comfort-based) adaptation.
4.4
Experiments
4.4.1 Apparatus
The setting of these experiments is very similar to the
one presented in Section 2.2, but this time we need to
add some new features to manage comfort. The robot receives comfort as a result of tactile contact on its leftmost
infrared proximity sensor. We also added to the architecture an internal homeostatic variable, “tactile contact”
that the robot must keep close to an “ideal value” and that
Figure 7: Global Perception-Action architecture for imprinting
and adaptation.
decays with time in the absence of contact on the infrared
sensor mentioned above. We adapt Equation 3 to calculate the robot’s comfort using this variable:
(7)
The robot will try to keep as high as possible given
its present circumstances and the history of its interactions. To facilitate interaction with humans, the robot
emits beeps with a frequency that depends on the level
of “distress”, i.e., the frequency of the beeps increases as
the comfort decreases. This is akin to a “separation distress” response in animals, and is intended to “flag” the
need for action on the part of the human—tactile contact
that will produce a “comfort response” in the robot (see
e.g., (Panksepp 1998) for a discussion of the separation
distress and comfort responses in animals).
4.4.2 Results
Figure 8 shows the results of one example of interaction
with the robot. We began the interaction (the moment of
“hatching”) without any object at the front of the robot.
The robot thereforefore starts with a “noisy” imprinting
situation in which there is no imprinting object—point ‘a’
at the top of Figure 8. Therefore, when we try to approach
it (point ‘b0’) it moves backwards (marked as ’b1’ in the
bottom graph of the figure). We then give it some comfort (point ‘c1’ in the middle graph) by touching its side
sensor and we observe (also in the middle graph) that the
activity level or “arousal” decreases. When we approach
the robot again (point ‘c0’) it does not reverse (“avoid
us”) anymore, as we can observe in the “plateau” in the
lower graph. We then remain close to the robot for some
time, touching its sensor simultaneously in order to make
it learn that in fact, and contrary to its initial experience,
it is beneficial to have a “stimulus” in front of it. When
this “stimulus” disappears, we also stop touching its side
sensor; the comfort then starts to decrease while the activity level or ‘arousal’ increases (d1), and the robot will
give a high weight to a long time scale (d0) and therefore it will try to reach a long-term desired perception
(e0): it will move forwards (d2) to try find something at
Figure 8: Evolution of the different internal states and movements of the robot during an interaction of about 2 minutes.
See text for explanation.
its front. When it finds it, it stops (e1). It is interesting to
note a very stable shape (denoted by ‘f’) on a rather long
time scale of the desired perceptions graph. This means
that, globally, the presence of something at the front of
the robot is positive even if locally (on a short time scale)
it is not always the case. In fact, continuing this experiment (approaching an “object” to the robot and giving it
comfort) for a longer period, we would assist to a slow
propagation of that stable shape (f) to the very long-term
scales, eventually modifying the memory of the imprinting stimulus.
5
Conclusion and Perspectives
We have presented a Perception-Action architecture and
experiments to simulate imprinting in a robot. Following recent theories about imprinting in animals, we do
not consider imprinting as rigidly timed and irreversible
but as a more flexible phenomenon that allows for further adaptation as a result of experience. Our architec-
29
ture reconciles two types of perceptual learning traditionally considered as different, and even incompatible, due
to apparently conflicting features and functions: the establishment of an initial attachment to a “caregiver” (an
imprinting object) and reward-based learning as a result
of experience, that we have grounded in the notion of internal comfort. Adaptation is achieved in the context of a
history of “affective” interactions between the robot and
a human, driven by “distress” and “comfort” responses in
the robot.
Our implementation made some simplifications that
we would like to improve in the future to achieve richer
human-robot interactions. First, we only used one feature (distance to the perceived stimulus) to learn about
the “caretaker”. Proper treatment of learning about the
imprinting object would require considering multiple features that the robot would have to analyze in order to recognize the “caretaker” from different perspectives and in
different situations. Second, at present the robot only
stores a desired perception per time scale in its memory. However, taking into account other contextual factors would necessitate learning and handling different
desired perceptions within each time scale. Third, including more potential sources of comfort (e.g., adding
more internal needs such as “feeding”, “keeping warm”,
etc.) would create richer social interactions between the
robot and the “caretaker”. Finally, desired perceptions
provide the robot with a mechanism to “decide” what it
should reach, but further development would also require
a mechanism to “decide” what it should avoid (“avoided
perceptions”), something like the basis of “fear” system.
Acknowledgments
Arnaud Blanchard is funded by a research scholarship of
the University of Hertfordshire. This research is partly
supported by the EU Network of Excellence HUMAINE
(FP6-IST-2002-507422).
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